Darkscape Suggestion: Traps,magic effect

As barricades have come out, why not have the ability to make traps. The idea is to make traps with crafting (or hunter skill) and infuse it with magic so it gets an effect.

General idea:

The higher the crafting, the higher the trap you can make to infuse with better spells. The better the trap, the greater the effect.

Crafting lvl needed to make traps:

lvl 1 crafting: elemental strike (air, water, earth, fire)

lvl 20 crafting: elemental bolt

lvl 40 crafting: elemental blast, ancients rush

lvl 60 crafting: elemental wave, ancients burst and blitz

lvl 80 crafting: elemental surge, ancients barrage

lvl 90 crafting: lunar heals (single and group)

The traps effect depends on what kind of spell:

air: knockback

water: slow

earth: poison

fire: damage burst

gale: reduces chance to hit

rock: reduces damage

blood: siphon % of targets current hp to you

ice: freezes

lunar: heals

The traps are not ment to deal damage, just an effect except for fire, earth and blood traps. The traps would be triggered when walking on them or entering a 3x3 radius with the trap in the middle.

Traps can be used defensive (air, gale, rock, water, lunar) or offensive (earth, fire, blood, barrage). This gives a great variety of possible combat tactics, changing the single or group battles in an instant. This could implement a support role where one lays traps to support the group.

possible tweaks:

Single target traps or aoe traps: aoe traps would have 1 sec delay to activate, to get more players in the radius but would have lesser effect if used for 1 player compared to a single target trap.

Thieving skill could be implemented, the higher the skill, the bigger the chance you detect a trap, and even more higher skill to deactivate the trap.

Traps only work vs players, not vs monsters.

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